The Ruiner mod has numerous "statues" of stock Doom 3 monsters that were evidently created using 3D modelling software and they look quite impressive in-game. However, it is also possible to create similarly impressive statues by modifying the stock monsters and making a couple of minor tweaks to their AI. The process is quite involved, however, and I discovered it partly through a process of trial and error.

For example, if you want to make a statue of the Imp:

1. Extract the TGA files for the imp, which are normally located in Doom3/base/pak002.pk4, under the directory /models/monsters/imp.

2. Open the files in your favourite photo editing software (e.g. Gimp, Photoshop, Paint Shop Pro), remove the colour from the images (by turning the Saturation down to zero under Hue/Saturation options) and under the Brightness/Contrast options, turn the contrast down (a contrast offset of between -20 and -25 often works). Do not do this for "imp_local.tga" because this is a bumpmap file which saves the peaks and troughs associated with the imp's texture- this should be left at the default. Save the new files as "imp_statue" rather than as "imp", so as not to overwrite the images for the original Imp. If you accidentally overwrite the original files, it wont be a problem as you can just rename them and Doom 3 will still access the originals inside pak002.pk4.

3. In "base/pak000.pk4/materials", locate the material files for the Imp, under "materials/monsters.mtr". The Imp one will refer to a model, "models/monsters/imp/imp". Create a new definition (it may be easiest to create a new materials file inside a mod directory, so if your mod is called "enemy" then your material file would like in enemy/materials/X.mtr, where X can be any name- the name of the materials file is not important, what's important is what you name the modified Imp definition within the file). The new definition should be based on "models/monsters/imp/imp", but rename it to "models/monsters/imp/imp_statue" and replace the references to default textures with the new imp_statue textures that you created. Make sure that you replace "flesh" with "stone" in the material type definition.
My file looks like this:

4. The next step is to create a new skin for the Imp so that Doom 3 will "colour" the Imp with the new material. So, create a new .skin file within the "skins" directory (you can do this in the base directory but for various reasons it is better to have a separate mod directory, so in my mod it is enemy/skins). My imp skin file looks like this:

5. At this point, if you were to put a standard Imp into your map and, in the editor (typically Doom3edit or DarkRadiant or GTkRadiant) enter the key values "skin", "skin/enemy/statue", you would see an Imp that looks like a statue, but behaves like a regular Imp. Therefore, to make the Imp behave like a statue as well, you need to modify the AI and animations. Fortunately, this is not too "involved" as you only need to create one custom "animation" which consists of a single pose.

Therefore, check out the Imp's animations and meshes which are located in base/pak002.pk4 under models/md5/monsters/imp. Select a .md5anim file that you want to take an individual "pose" from to use as the statue's pose. I chose "sight.md5anim" as typically when monsters see an enemy, they roar and open their mouths wide, which can produce some scary-looking poses. For this tutorial you do not need to edit the default imp.md5mesh as a custom "skin" can be used to over-ride the default texture associated with the mest, as per step 4.

6. Save "sight.md5anim" as a new .md5anim in your mod directory (for me it is enemy\models\md5\monsters\imp). Name it "statue.md5anim". The next bit is quite tricky as you have to have some understanding of what .md5anim files do.

In the file, change "numFrames" to "1". Near the bottom of the file there will be a series of frames (frame 0, frame 1, etc.) Take frame 11 and rename it to frame 0, and delete all of the other frames. Then, under "bounds", delete all lines apart from the 12th line down (this corresponds to the mesh that is used for frame 11). Frame 11 is a pose where the imp begins to open his/her mouth upon seeing an enemy. With a bit of trial and error you may be able to find a better frame to use as a pose.

7. Your new Imp needs a new scriptobject file to tell it to use the "statue" animation and nothing else. In base/pak000.pk4 there is a directory called "script\", which contains two relevant script files: "monster_demon_imp.script\" and "doom_main.script\". Extract these two into your mod directory (mine is enemy/script) and create a new script file called "monster_demon_imp_statue.script\", which tells the imp to spawn and just perform the "statue" animation. My file looks like this:

This is basically a modification of the default Imp file which tells the imp to just spawn and play the "statue" animation (it is necessary to leave the "torso_idle" in because the torso is used as part of the imp's model). The statue animation is just a single pose.

Then, in doom_main.script, add in a new line that references ai_monster_demon_imp_statue.script- otherwise Doom 3 will throw up an error saying that the script file does not exist.

8. Now you need to create a custom definition for the Imp. The Imp's default definition is located in base/pak000.pk4 under "def/monster_demon_imp.def". Extract this file to your mod directory (e.g. "enemy/def/monster_demon_imp.def".

In this file, in the section of code saying, "model monster_demon_imp", create a new line, "anim statue", "models/md5/monsters/imp/statue.md5anim". My relevant section of code is as follows:

This monster inherits from the default imp, but uses the imp_statue scriptobject and the imp_statue skin. Hopefully, when you spawn this monster, you should be left with a statue that sits there doing nothing and cannot be killed by conventional means (which is what "FinalBoss 1" does).

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